Mar 27, 2024
Tiny Rogues - RubyDev
You might have to restart Steam completely to get the patch immediately.

Hello fellow Tiny Rogues!

It's me, RubyDev! I am back in full force! Over the last few weeks I cooked up this tiny but nifty update for you all. Expect a few more ones like these before I vanish to prepare the big fish that we all call Tiny Rogues: Into The Abyss. While I won't announce anything concrete at this point, the rough plan is to get Into The Abyss ready for release at the end of summer 2024.

Watch out for a soon upcoming post about what the future of Tiny Rogues entails.

0.2.4 Patch Highlights

New Shrines
Shrines now grant a permanent stat bonus!


New Doppelganger Ability
Doppelganger is now super flexible and can change their passive ability in every spawn room.


Spellbook Changes
All spellbook weapons now spawn totems (little turrets) which will do the targeting for you.


Cursed Rewards
Cursed rewards are now always upgraded by a tier to entice you into risking the curse. Also, Red Dice now cleanse the door from curse. Neat!


Legendary Equipment
A few legendary equipment items felt very bland and thus new unique effects were added to them.




Patch Notes

New Features
  • NEW Added 3 achievements (and reworked one old achievement "Where is my Mind?")
  • Shrines have been reworked. They allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices.
  • Blood Altars have been reworked. For sacrificing 1 heart or soul heart, they allow you to get an equipment item. You get to pick the base type the item will be.
  • NEW Cursed Shrines return from their slumber. For +1 Curse they allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices.

New Options and QoL Features
  • Evade refresh cooldown is now displayed in the bottom right corner.
  • Added new option that allows more seamlessly toggling between mouse gameplay and gamepad gameplay. It removes the notification, it reduces the timespan it takes to switch and it makes the mouse cursor permanently visible. I only know very few people who play the game switching back and forth between mouse and gamepad, but for those of you who do, I hope this improves your experience.
  • You can now cancel out of Obsidian Dice and Trait Tomes.
  • You can now eat many consumables directly from the floor.



Major General Changes
  • World 1 Floor 1 (Pit) and World 1 Floor 6 (Reef) have new original music tracks made by the beloved and talented MiguelAngell960. I also added new options to the audio settings in which you can go back to the classic tracks if you prefer those.
  • When a reward (door) is cursed, it now always upgrades the tier of the reward.
  • Red Dice now remove curse from cursed rewards (doors).
  • Cursed Hits and Lucky Hits aren't mutually exclusive anymore and can now happen both at the same time.
  • Cursed Hits: Now roll damage twice and take the lower roll, instead of requiring succeeding critical hit rolls twice for critical hit outcome.
  • Lucky Hits: Now roll damage twice and take the higher roll, instead of rolling twice for a successful critical hit outcome.
  • Minimum damage roll stats can now exceed 100%. If it exceeds 100%, that value becomes the new top end damage and the normal top end damage becomes the new low end damage. E.g.: At 130% minimum damage roll, your damage now rolls between "top end" and "top end extrapolated to 130%".
  • Fear debuff now grants 100% minimum damage taken roll, previously 50%.
  • Horror debuff now grants 200% minimum damage taken roll, previously 75%.
  • NEW sound ailment: Echo. Similar to effects like Judgement, Doom and Frostbite, upon reaching 2 stacks, this ailment consumes the stacks to deal damage. The damage of Echo also counts as repeat damage.

Minor General Changes
  • Base aura size increased by 0.5 units. (Now 6 units, previously 5.5 units, before first nerf 6.5 units.)
  • The tooltip which describes what impact gloves have on your unarmed attacks now only shows up when you are unarmed.
  • The diminishing returns of Power have been slightly lessened.
  • Effects that recover stamina now indicate that with a sound effect and a little text popup.
  • The event room that grants Excalibur now requires to succeed a minigame, instead of an alignment check.

Class Changes
  • Doppelganger: Got a completely new ability. In each spawn room they can now pick a form to transform to. At the moment you can unlock up to 16 forms of the basic roster of classes. More might follow in the future. Doppelganger's base stats also have been buffed, now starting with 2 hearts like all the other classes and now also starting with 2 dexterity, 2 strength and 2 intelligence instead of 1, 1 and 1.
  • Monk: Now only consumes Ki-Charges if you hit an enemy with a primary attack shortly after dashing. Previously consumed them on dash. Now also recovers all your stamina points when consuming your Ki-Charges.
  • Deprived: Has a new ability: "Gain 10% increased stats from strength, dexterity and intelligence per curse on you.". Previously made it so cursed rewards (doors) upgrade whenever possible, but that feature has been faded into the main game.
  • Hero: Now gains +1 luck at level 2, 4 and 6. Previously gained +1 luck per good alignment point you had.
    RUBYDEV NOTE: I came to the conclusion it is weird that the first class a new player plays throws the alignment mechanic at them. Especially because alignment really only gets relevant in maybe 10 hours from that point. New hero is a bit weaker but also more straight forward. But don't worry I have a plan for the future to give back some power to the Hero.
  • Warrior: Ability has been reverted to what it was before the 0.2.0 update. It now grants 10% increased attack speed per heart container you have. Previously it granted 10% more attack speed per weapon upgrade level.
    RUBYDEV NOTE: When 0.2.0 came out, players didn't have a lot of ways to invest into heart containers, so the old ability was kind of useless. The 0.2.1 patch reintroduced a lot of ways to get hearts though. I reverted the ability because I think we all liked it better. It definitely makes warrior a lot stronger in the early game.
  • Soldier: The ability now works with all 2-handed weapons, instead of all melee weapons.
  • Bard: The old ability has been scrapped completely. New ability is that bard now scales repeat damage twice with the intelligence and dexterity scaling of their weapon. This synergizes with the new sound ailment Echo, which counts as repeat damage. Again: Bard will get back some of the fun and flexibility of the old ability in a future patch.

Equipment Changes
  • NEW accessory: Lilith's Legacy
  • White Robe: Now doubles the effect of shrine blessings. Previously made shrine effects permanent.
  • Chance Ring: Attunement requirement increased from 4 to 5.
  • Elven Boots: Attunement increased from 2 to 3. Now grant 20% increased movement speed while not having taken damage for at least 5 rooms. Previously granted 20% increased movement speed while having a shrine effect.
  • Elven Gloves: Attunement increased from 2 to 3. Now grant 20% increased attack speed while not having taken damage for at least 5 rooms. Previously granted 20% increased attack speed while having a shrine effect.
  • Elven Set Bonus: Now makes Evades refresh after completing 1 combat encounter without taking damage or evading instead of 5. Previously made a guaranteed shrine appear on the start of each floor.
  • Hero Cape: Now grants 10% increased damage per point of luck you have, up to 30%.
  • Turtle Armor: Now +10 equip load heavier.
  • Hand of Blood: Has new effect: Now makes %-modifiers to attack speed also affect bleed tick rate.
  • Hand of Poison: (formerly Acid) Has new effect: Now makes %-modifiers to attack speed also affect poison tick rate.
  • Hidden Blades: DMG reduced by 15% and projectile speed reduced (and thus range) reduced slightly.
  • Cobalt Shield: Now 10 equip load lighter and rare, previously epic.
  • Dragonscale Shield: Effect fixed, didn't work before. Now grants melee damage, previously melee boss damage.
  • Flame Shield: Threshold for "nearby" increased, from 5 units to 10 units. Also 10 equip load lighter.
  • Gladiator Shield: Now only 1 block, but added -1 to global tally threshold. Also 10 equip load lighter.
  • Spiked Shield: DMG bonus reduced from 75 to 125 to 50 to 115.
  • Balrog Heart: Now only grants 3 hearts but now also grants 20% increased burn damage per heart container.
  • Demon Shell: Now +10 equip load heavier. Now only grants 2 armor but now also grants 5 to 50 dark damage per armor you have.
  • Illusionary Cloak: Added a new effect which makes it so Evades count towards total amount of Soul Hearts for the purpose of effects that scale with amount of Soul Hearts.
  • Mithril Coat: Now only grants 1 armor, but now has additional effect which refreshes your Death Defies every room.



Weapon Changes
  • Weapon damage scaling has been widened a bit. (Check screenshots below for a before and after.) All weapons with an E scaling as their highest scaling have been compensated with 5% to 10% more base weapon damage. All weapons with an A scaling as their highest scaling have had their base damage reduced by roughly 10%. All weapons with a S scaling as their highest scaling have had their base damage reduced by roughly 25%. It's now a bit more important to scale weapons correctly and weapon scaling tiers matter a bit more.
  • Additionally there is a new scaling soft cap. At 10 + Level * 5 points of investment in one attribute, every point beyond that will only increase damage by half of what it did before the threshold.
  • Spellbooks: All Spellbook weapons now summon totems instead of attacking themselves. Similar to how the Volcanic Codex worked already. Base damage, scaling and attack speed values have been adjusted for this change.
    • Arcane Torrent Tome: Now summons totems.
    • Banshee Tome: Now summons totems.
    • Bombardment Tome: Now summons totems.
    • Consecration Tome: Now summons totems.
    • Ex Mortis: Now summons totems.
    • Fiend Commander Codex: Now summons totems.
    • Firebomb Codex: Now summons totems.
    • Icicle Tome: Now summons totems.
    • Knife Summon Tome: (previously Blade Summon Tome) Now summons totems.
    • Shadow Grasp Tome: Now summons totems.
    • Spider Summon Tome: Now summons totems.
    • Volcanic Codex: Improved attack range.
  • All attacks from weapons that deal sound damage, primarily from instrument weapons, have been nerfed by roughly 40% damage. This might seem a lot but this compensates for the new Echo ailment damage.
  • Elven Bow: Now gains 10% more attack speed per Evade you have. Previously gained 50% more attack speed while having a shrine effect. Doesn't drain mana anymore.
  • Increased the maximum range of all bible and flail spinners by roughly 1 unit. This is usually more than 10% range increase.
  • Unholy Bible: Base damage has been reduced but now spins 3 bibles, up from 2.
  • Matrix Bible: Base damage of spinner has been increased by 15%.
  • Eldritch Bible: Base damage of spinner and tentacle attack has been increased by 15%.
  • Doomerang: Base damage has been increased by 25% and attack speed has been increased from 2 APS to 2.5 APS.
  • Death Sickles: Base damage increased by 10%. Now gain 2.5% critical hit chance per soul you have, up from 1%.
  • Nyan Cannon: Base damage increased by 15%.
  • Candy Scroll: Sugar Rush buff now only stacks up to 5 stacks. Now, instead of granting full stacks on picking up a mana star, gains 1 stack of sugar rush on attack. Base damage increased by 5%.
  • Crimson Staff: Base damage reduced by 20%.
  • Gold Chakrams: Base damage reduced by 10%.
  • SMGs: Base damage increased by 10%.
  • Railgun: Base damage of both primary and secondary attack reduced by 10%.
  • Fractal Glaive: Base damage from main projectile reduced by 30%. The beam width and duration has also been reduced to make it a bit easier on the eyes. (Check bug fixes for a hidden buff to this weapon.)
  • Twin Daggers: New effect: This weapon has double critical hit chance. Previously made lucky hits roll +1 additional time for critical hits.
  • Hunting Knife: Now gains +100% critical hit chance when triggering a mark. Doesn't inflict bleed anymore.
  • Imp Dagger: Critical hit damage per evil increased to 100%, up from 75%.
  • Mail Breaker: Now inflicts all stacks of Armor Break at once.
  • Ninja Dagger: Critical hit damage from dexterity doubled, from 2.5% per to 5% per.
  • Soul Thief Dagger: Now gains +10% critical hit damage per Soul, up from 5%.
  • Twin Karambits: Now grant Swiftness on critical hit, instead of on kill.
  • Cross Glaive: Base damage reduced by 30%.
  • Ivy Scroll: Base damage reduced by 30%.
  • Piranha Gun: Base damage reduced by 15%.
  • Boneforce: Base damage reduced by 15%.
  • Seraphim: Base damage reduced by 10%.
  • Phantasm: Base damage reduced by 10%.
  • Saxophone: New effect: This weapon has double lucky hit chance. Previously guaranteed lucky hits against targets affected by an emotion debuff. (And the effect didn't even work...)

OLD: (% damage bonus per point)


NEW: (% damage bonus per point)


Trait Changes
  • Pocket Magic: Now specifies that it doesn't work with weapons that summon totems.
  • Polarity Shift: (Cyborg Specific Trait) Now works works more similar to the Paw Gloves. Instead of reversing what is a lucky hit to a cursed hit and vice versa, it now makes it so that lucky hits are also cursed hits and vice versa.
  • Tempest Kick: Now happens on the tally of 10 primary melee attacks. Now recovers 1 stamina point instead of triggering your on dash effects.
  • Swagger: Now only triggers you on dash effects on the tally of 10 primary attacks. The guaranteed critical hit is still on the tally of 5 primary attacks.
  • Alacrity: Reworded the description slightly.
  • Hunter's Patience: Hunter's Mark now applies 20 stacks, up from 10.
  • Dominance: Now only grants 2% increased effect of buffs and aura radius per intelligence, down from 2.5%.

Enemy Changes
  • Gorgon enemies now are fully grey.
  • Commander Walrus: Shoots a lot less projectiles in phase 1 and 2. Increased health and armor by 10%.
  • Vermin King: Trash bag mortars explode into less projectiles and the flames released from exploding farts have had their range reduced. Increased health and armor by 10%.

Cinder Changes
  • Cascading Pain: Now makes curse 50% more likely to take effect. Previously increased chance for cursed rewards to appear.

Meta Perk Changes
  • Left To Fate: Now makes curse 20% less likely to downgrade room rewards, previously 25%.
  • Personal Agency: Now makes curse 30% less likely to seal room rewards, previously 50%.

Fixes
  • Fixed that King's Crown and Inspiring Presence trait would not work with each other.
  • Fixed that totems could target invincible, invulnerable and invisible enemies.
  • Fixed that the tooltip showing tipsiness stacks when buying booze in the tavern wasn't correctly updated.
  • Fixed that the "Reset Gamepad Bindings" button in the option menu didn't work.
  • Fixed that the meta perk "Drinking On The Dot" could prevent the other meta perk "Farewell Drink" from spawning the tavern in floor 10.
  • Fixed that tipsiness said "loose" instead of "lose".
  • Fixed that Gloom was bugged. It added +0.25 damage taken from cursed hits, instead of increasing damage taken from cursed hits by 25% per stack. This explains why it felt so lackluster and for that reason it also has been changed to instead grant 10% more damage taken from cursed hits per stack now.
  • Added some missing tooltips to the Star Lantern offhand.
  • Fixed that Inferno Potion had the wrong buff icon.
  • Fixed that effects like the one from Fractal Glaive would not scale correctly with modifiers to tick rate of periodical effects.
  • Fixed that the Fractal Glaive kept shooting for a short duration after having returned to the player.
  • Fixed that the reward description of Blood Altars and Blood Chests would show the incorrect heart icon.
  • Fixed that the Bat Wings helmet was giving +0.1 repeat damage, instead of correctly 100% increased repeat damage.

That's all folks!

#Discussions_QuoteBlock_Author
And because people frequently reach out to me to ask how they can support me and the game even further, here's my friendly reminder that leaving a positive review is the best way to support any game on Steam.
Don't be shy, you don't have to be a lyrical genius! Steam reviews are really just like and dislike buttons but for games.
- RubyDev
Steel Seed - Mr. Horrible Gelatinous Blob
We’re thrilled to announce our participation in London Games Festival 2024 from 9th - 20th April at venues across the city! Steel Seed will be part of the London Games Festival Official Selection, where 40 games across five categories will be available across various events over the course of the festival.



Steel Seed will feature in the International Innovations of titles that will be showcased online via the Games London site and with dedicated videos, a Steam festival demo event, and playable in person on Steam Deck and Playdate handhelds at a variety of events over the two weeks.

https://store.steampowered.com/app/458430/Steel_Seed/
Way Back Witness - Fox Leean
下次更新:
1.修复了CG图集无法打开的bug。
2.修复了装备【三朝奴仆】的技能【反抗】消耗行动层数的bug。
3.修复了时间系统运行异常的bug。并在快捷 异常修复 系统中加入了修复此问题的功能。
4.修复了敌人技能释放异常的bug。
Learning Factory - ElJorro


Hey factory workers!

Here's yet another nice little update, providing you more (optional) challenge, adding some new content, and improving QoL a great deal.

v0.30.174 Released!

Gameplay
  • Added an option to move to a more logistically challenging region shortly after finishing Tutorial; all items an buildings will be packed and moved along with you, the same goes for your hired cat scientists. This option is available when playing on the default map in Campaign mode
  • Hill Manipulator is an upgrade for regular Manipulator, and can be placed exclusively on hills
  • In Trade Relays, deals are conducted each minute
  • When selecting a place for a plant to grow, mouse pointer will turn yellow if hovered over a tile that will apply 50% growth rate penalty for that plant
  • Trade Relays and Trade Ports now have different capacity of items per deal
  • Hard Rock Dynamite no longer creates lava pools in the Arctic biome, and leaves Underocean upon blowing up instead
  • Graphic Card crafting cost decreased
  • High Quality (++) Graphic Cards now require High Quality (++) Copper for crafting
Graphics
  • Re-rendered Advertising Cat Gate
  • Animated water
  • Plants visually react when player passes by them
  • Selected plants display a special visual effect when passed by a player on a hoverboard
  • Improved visualization of auto-fertilizing plants

QoL && Interface
  • Added a new wiki article about adverising
  • Running is turned on by default
  • Setting up trade deals is easier now
  • Added context warnings for the Laboratories
  • Advertising Cat Gate interface updated
  • Blueprint Library interface updated
  • Interface improvements
  • Steam Deck interface improvements
  • Smoother Zeppelin movement on the mini map
  • New accessibility options in the menu
  • April Fool's Day cat jokes added
Techie Stuff
  • Performance optimization
  • Bug fixes (kudos to Koshae, Nameless98, Janibot, EdoX)
  • Optimized performance when collecting all buildings from the map
  • Saved games loading optimization
  • Added several performance options for less powerful computers
  • Small UI/UX fixes

A friendly reminder: you can always chat with us directly on our Discord server. We're using Discord for work, so you'll find many of us there most of the time, don't be a stranger!

An even friendlier reminder: don't forget about our collection of items in Steam Points Shop! Sergei the artist makes wonderful factory art to be observed from above, but his works' magic really shows at close-up perspective:



----------------------
How to Get More Involved

At Luden.io, we develop games while constantly listening to the feedback from our awesome players. If you feel proactive, you're very welcome to do one or more of the following:
  • Subscribe to our newsletter, to get the latest info about the game's development, and a sneak peek of the upcoming features and events
  • Record 10 minutes of you playing Learning Factory, and share it with us via this form. Your feedback is so helpful, that we'll include you in the game's credits for doing this
  • Come say hi to our Discord server, or Twitter
  • Check out some other games by us!
Mar 27, 2024
闲置神话 - 狮子
# 鼠标悬停在黑市和物品栏上的道具时,对这件道具的种类有了更明显和详细的描述
HAWKED - Kaeden
Look alive, Renegades! The following changes are available in HAWKED as of the latest update on Thursday, March 28, 2024. Update your game to play the latest version of HAWKED for free on your platform of choice.
NEW CONTENT
  • Added a new type of Renegade customization: Masks
  • New Contracts have been added to the potential pool, plus tweaks to Contract balance.
BALANCE IMPROVEMENTS & ADJUSTMENTS
MOVEMENT & TRAVERSAL CHANGES
Smooth traversal has always been a top priority for HAWKED. We want it to feel intuitive, giving Renegades the same tricks to get around X-Isle while inviting them to rely more on their Gear, Weapons, and treasures to outwit rivals. 

That said, the overuse of certain traversal mechanics can make for a negative competitive experience and sap the fun out of the hunt. With Update 1.4.1, we’re making a few changes to how jumping and sprinting work. We toned down the ability to jump non-stop to make combat feel more tactical, and for jumping to be used more selectively, with awareness of its limits. We also made changes to general traversal speed. If you’re only holding a traverser, you’ll be able to explore X-Isle much faster than if you’re primed with a weapon.

Have a read, check out the video, and try them out for yourself when Update 1.4.1 lands this week. As always, we’re reading all your feedback and reviewing match data and will make more changes in the future as necessary.
JUMPING
  • Jumping is now more heavily affected by a decline depending on how often it is used. This means repetitive actions (such as bunny-hopping) are no longer as effective.
  • The decline in jumping effectiveness cuts jumping height by 67% rather than 50%.
  • The decline in jumping effectiveness cuts jumping distance by 33%.
  • Jumping distance now scales with speed. If you’re not sprinting at maximum speed, your jump distance and height will not be as great.



SPRINTING
  • Your sprinting speed is increased if you run without a weapon in hand.
  • Stamina now continues to deplete during a jump if you perform it from a sprint or slide.
  • Stamina consumption while sprinting has been reduced from 10 to 8 units per second.
OTHER CHANGES
  • Haste Buff no longer removes the delay before stamina regeneration after sprinting, sliding, and somersaulting. It also no longer gives bonus speed while sprinting.
  • Fixed a bug with jump cooldowns not working.
ARTIFACT BALANCING & CHANGES
  • [Artifact] Survival Slab
    • Instead of placing one barrier between you and an assailant, two barriers will now be placed at a short distance from each other, providing cover to the left and right.
    • Legendary Upgrade: No longer changes the size and form of barriers.
    • Barrier longevity changed from 4/6 seconds to 6/8 seconds.
    • Cooldown changed from 35/30/25/20 seconds to 30/26/23/20 seconds.
    • Base size of barriers increased.
    • Stone barriers cannot be destroyed by explosions.
  • [Artifact] Ambusher
    • No longer triggers while sliding.
  • [Artifact] Nimble Newt 
    • No longer grants a bonus to sprinting speed.
BOOSTER BALANCING & CHANGES
  • [Booster] Traveler's Way
    • Before: Restore 200% more stamina when using your Traverser for movement.
    • Now: You move 25% faster while using your Traverser for climbing and restore 100% more stamina in the process.
  • [Booster] Hunter's Ire
    • Damage bonus increased from 40% to 50%.
  • [Booster] Exo Master
    • Cooldown bonus decreased from 20% to 15%.
  • [Booster] Ward Master
    • Cooldown bonus decreased from 20% to 15%.
  • [Booster] Deep-Sea Sense
    • Auto-ping marker no longer moves with the target.
GEAR BALANCING & CHANGES
  • [Exo Gear] Doomerang
    • Base damage decreased from 30 to 25.
    • Cooldown increased from 14 to 15 seconds.
  • [Ward Gear] Echo-Pulsar
    • Cooldown increased from 25 to 28 seconds.
    • Rare Upgrade: Scanning wave radius bonus decreased from 50% to 30%.
    • Base scanning wave radius decreased from 40m to 35m.
  • [Ward Gear] Fringe Fader
    • Duration increased from 8/9.5/11 seconds to 9/11/13 seconds.
  • [Ward Gear] Snap-Track
    • Rare/Legendary Upgrades: Restoration after teleportation decreased from 30/60% to 25/50%.
GENERAL IMPROVEMENTS & CHANGES
  • Added confirmation before rerolling a Quest in the Quests tab.
  • Improved animations for all buttons.
  • Improved climbing animations triggered while a Renegade is falling.
  • Improved enemy Renegades’ positioning while climbing up ledges.
  • Reverted chest interaction animation to its previous animation.
  • Tutorial UI animations updated.
  • Added animation for opening the navigation menu.
  • Improved Nellie's dialogue.
  • While using a gamepad, the mode change button has been changed from D-pad ↑ to D-pad ↓.
  • Notifications about applying and removing a buff of the same type will mutually exclude each other, reducing the total number of notifications shown simultaneously.
  • Increased time between Crowdbasher attacks from 5 to 8 seconds.
GLYPH BALANCING & CHANGES
  • [Glyph] Fish
    • No longer grants bonus sprinting speed while in water.
  • [Glyph] Hourglass
    • Duration and cooldown bonuses decreased from 25% to 20%.
MOD BALANCING & CHANGES
  • [Personal Mod] High Gear
    • Cooldown bonus decreased from 30% to 20%.
WEAPON BALANCING & CHANGES
  • Improved accuracy when hipfiring weapons while jumping and in motion:
    • All Weapons: Reduced spread.
    • Shotguns: Reduced additional spread.
BUGFIXES
ACHIEVEMENTS & TROPHIES
  • [Achievement/Trophy] Ace Up Your Sleeve
    • Fixed a bug that prevented progression.
  • [Achievement/Trophy] Gear Collector
    • No longer counts purchases made by squadmates.
    • [Achievement/Trophy] Specialist
    • Healing with the Get-Up Gun counts towards progression.
  • [Achievement/Trophy] Opportunist
    • Fixed a bug that prevented progression.
  • [Achievement/Trophy] Stuntin’ On ‘Em
    • Fixed a bug that prevented progression.
CHARACTERS & CUTSCENES
  • Fixed a bug where Nellie was not holding the spear in her hand during the ritual cutscene.
DISCIPLES
  • Fixed the positioning of buckets in Disciple camps.
GEAR & WEAPONS
  • Fixed the mapping for the Forest Guardian Weapon Pattern on the Tyrant-8.
  • Fixed the glove for the Recon Raptor Exo Gear displaying incorrectly while wearing the Aztec Spirit Avatar.
INTERFACE
  • Fixed "Change Form" key binding for Traverser in the Loadout.
  • Fixed issue with customization options being visible for Avatars that don’t support those options.
  • Fixed rotation with the mouse button while customizing in the Tutorial.
  • Fixed an issue that caused certain notifications regarding GRAIL Loyalty not to be visible.
  • Fixed item positioning when switching Traverser forms in the Shop.
PLATFORMS
  • Fixed an issue that caused the client to freeze on PlayStation 4 and Windows PC while playing on low graphics settings.
QUESTS
  • [Quest] Cosmic Connections
    • Fixed a bug that prevented progression.
  • [Quest] Common Artifact Hunter
Fixed a bug that prevented progression.
RENEGADES
  • [Zeybek Dance Emote] Fixed a bug where weapons are not hidden while activating the Emote.
  • Fixed an issue where your Renegade would not face certain interactions.
Play HAWKED for free on PlayStation 5 and PlayStation 4, Xbox Series X|S, and Windows PC via MY.GAMES Launcher and Steam!

Follow HAWKED on Discord, TikTok, Reddit, Twitch, Twitter, Facebook, and Instagram, subscribe to our YouTube channel for the latest videos, and sign up for the official newsletter to stay on top of the latest news, updates, special offers, and more via email.

All details in this article are accurate as of the time of publication. Follow HAWKED on Discord and via social channels for up-to-date information. If you need troubleshooting for common technical problems or account-related queries, or if you can’t find a solution to your issue, please visit our Support page.
Food Truck Empire - Lichthund_Kris
Hi there Emperors! 👋
You’ve probably noticed some changes around Food Truck Empire’s page on Steam…
That’s right, we will have news about the game coming to you VERY SOON

However, we also wanted you to get a glimpse of the gameplay mechanics, so we got into the nitty-gritty of them to present you with the most important information regarding in-game mechanics!



Managing food trucks seems easy enough - there is only so much space you can manoeuvre, what can go wrong? Actually, a lot.
For you to get happy customers and great 5-star reviews, delicious food is important but not enough. Who would want to wait in a long line for a mouth-watering burger just to then wait half an hour to eat it? You need to make sure your service is fast enough for people not to get frustrated.

How to do it though? Well, first of all - the order of operations. If preparing a patty starts in one corner of the truck just to grill it in another… well, that’s not efficient at all. You have to make sure that you are setting up your truck for success. Make it seamless to transition from one operation to another without having to run all around the space like a headless chicken. From ingredients to preparation and cooking, straight to the serving counter and hungry bellies of your customers.



Another crucial factor to keep in mind is the complexity of the dishes served. Maybe you don’t need every single thing under the sun in this one burger to satisfy your customers. While some clients will appreciate a hand-made, gourmet, grass-fed, free-range burger patty, others prefer just an old-fashioned grilled meat piece without the steep price tag. Optimise your pipeline by removing ingredients or steps accordingly to make the process much faster for your customers. With more ingredients and dishes, you have to take into account the frequency of possible refills to your station.

Don’t forget to make every step of food preparation beneficial to your business and your customers. Focus not only on the food itself but also the pipeline of production.



Alright, your production is perfectly optimized, but you are still getting bashed online? Well, then maybe your food is bad.
Harsh as it may sound, you cannot build a proper empire on premade patties and frozen vegetables. You need to listen to your customers and see if they actually like your food. In Food Truck Empire, the review score is influenced mostly by your food, but also very heavily by the particular food preferences. Kids will like different food than Hipsters do and that will affect your reviews.



Try different dishes at different places at different times and see what works best for your business.



Hunger never sleeps, so you ain’t got time for slacking around!
Sometimes in the wild, you may come across a quest or a bigger city event that will require you to, for example, serve a certain amount of customers or a certain type of food for some time. These quests may seem limiting at first, but they can become a blessing if done correctly.



You get rewards for completing those tasks - they vary from quest to quest, but you can get f. eg. money or fame. However, the decision to take a quest is ultimately yours. If a quest requires you to serve 10 Grilled Cheeses to Kids, is it really worth investing in a whole new truck just for that? Accepting such a city event is a kind of commitment. In those hours, you have to be in this place for a certain amount of time and have to provide for a certain group of people.



To grow your empire, you need… well, buildings. There are several options available for you in Food Truck Empire to invest in real estate that will help boost your sales or production output.

Headquarters
The most important building in the game - literally! The tutorial tells you so at least. HQ is your general hub of operations. Your empire starts here, from one humble food truck. You can not only buy parking spaces to accommodate new food trucks but also equip trucks with proper equipment. Not only that, you can develop whole faculties dedicated to specific research projects like new recipes or technologies.


Outposts
Outposts are the refill stations that also allow you to explore different districts of the town. Just imagine - you have a sweet deal to cater to workers during their lunch hour, but there is one problem. The office is at the other end of town, making it nigh impossible to keep up with the demand without refilling. That’s where Outposts come into play - build your station somewhere close to the office so you can quickly restock there and come back to your spot to bring even more profit.

Food parks
Once you get more comfortable with setting up proper routes for your food trucks and bringing enough profit, you can start creating a special place for your customers in the neighbourhood - a food park! Food doesn’t grow on trees there, but it’s still beneficial to your business. You can set up your own usual spot for up to 4 food trucks at a time, making it possible for different people to enjoy your food. It also makes it pretty convenient for you - long are the days of you chasing every single hungry customer with your truck. Now they can come to you! Once you serve enough customers, you will be able to improve and upgrade your food parks to accommodate larger crowds and more food trucks.



That would be all for now, Emperors. If you have any questions regarding this post or Food Truck Empire in general - let us know below in the comments.

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Tom Clancy's Rainbow Six® Siege X - jonathan.payeur
Times were fun during the first Containment event. Alien parasites were infecting everything in their path and taking on the form of Rainbow Six Operators. REACT Team went from room to room blowing up nests. Carnage was everywhere.



Now years later, the Proteans have resurfaced. It's night-time at the Consulate in Abidjan and it is time for you to pick a side. Playing as REACT Operators (Attackers), you are tasked to infiltrate the area, locate the nests and neutralize them, while playing as infected Proteans (Defenders), you must protect the nests and take down the REACT Team.

Seize this moment of fear, anxiety and dread once again. They don't come often. 

In addition to the 22 Operators previously playable, this edition brings in Zofia and Hibana on the REACT Team, as well as infected Bandit and Mozzie on the Protean side. While Proteans can only use melee attacks, they can sustain more damage and have special abilities to swiftly move around the map



Discover the new Containment Collection and get limited-time uniforms, headgear, weapon cosmetics, and more, for Hibana, Mozzie, Zofia and Bandit. A new Containment Signature Pack will also be available with an exclusive drone, charm, and a universal weapon skin for all Operators!


In addition, returning bundles from the 2021 Containment Collection will be available once again. If you previously missed the popular Aruni Ravage bundle, now's the time to claim it!


And don't forget to claim your FREE Collection Pack by connecting to the game during the event to have a chance to earn legendary skins!



Will you be the one to stop the dangerous Chimera parasite… or will you allow it to spread?

Read the complete mission brief here!
Mar 27, 2024
Warframe - LukeSimms
Bring the power of the chronicler Warframe, Dante, to your Arsenal along with a devastating Incarnon Melee Weapon and his signature Customizations!

While Dante may be well versed in using his Exalted Tome, Noctua, no Tenno goes into battle without a few additional tricks! Unleash Dante’s power along with his signature Ruvox Melee Weapon, a transforming Incarnon Weapon that can impale enemies on Slam Attacks.

https://store.steampowered.com/app/2882060

This pack features:

- Dante Warframe
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- Oranist Armor
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- Dante’s Noctua Sigil
- Observant Vitreum Decoration
- 125 Platinum

This pack may only be purchased once per account.
HAWKED - Kaeden
Stay frosty, Renegades. The HAWKED servers will soon be undergoing scheduled maintenance. The game will not be playable during this time.
  • Maintenance Start: 28/03/2024: 09:00 CET / 28/03/2024: 01:00 PDT
  • Expected Downtime: 3 hours
Find out what’s new by checking out the latest patch notes while you wait.

Follow HAWKED on Discord and via social channels for up-to-date information. See you back on X-Isle soon!
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